D&D 4E 4e Monster List - Dwarven Nosepicker & Elven Butt Scratcher

Primal said:
I disagree -- as some posters have pointed out, you can "tinker" pretty much anything you want out of 3E Kobolds. In 4E, you only have a group of different "types" with unique/exceptional "special abilities" that may vastly differ (without any logic, seemingly) from other creatures of the same species. So you can drop Kobold Stonehurlers, Kobold Sneakthieves and Kobold Fireblasters out of the book, but to design your own "variants" you still need to tinker with them. And no matter what you do with them, they're truly "one-trick ponies". In my opinion 3E monster building was more coherent and logical. Yes, maybe it was more complex and time-consuming than in 4E, but definitely 3E offered more options and versatility than 4E.

Since the tinkering you could do in 3e was mostly with classes and templates, I'm pretty sure your tinkering can continue in 4e, since both of those things still exist.

If however, you want some freedom to build the monster you want without all the baggage that classes and hit die bring, 4e offers that option too. And if you feel really adventurous and just want to play without spending the better part of a night statting a creature, you can just use the stuff right off the book without any hassle at all.

I love this "best of all worlds" approach.
 

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I just have to endure until the spirit of the age turns.
What was it again? "The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again."
 



Primal said:
I disagree -- as some posters have pointed out, you can "tinker" pretty much anything you want out of 3E Kobolds.

Yes, you can. Just like you can with 4e. So, that's a wash in terms of which is better (since you can do the same stuff, in different ways, with both).

However, 4e, unlike 3e, will have multiple variants of the same monster type in the book, which allows more variation for monsters directly out-of-the-box.

In 4E, you only have a group of different "types" with unique/exceptional "special abilities" that may vastly differ (without any logic, seemingly) from other creatures of the same species.

Yeah, it's totally crazy that a fighter and wizard of the same species have unique/exceptional "special abilities" that vastly differ, without any logic! ...there isn't an emoticon to express how much I'm rolling my eyes at this ridiculous statement.

It's easy enough to tell what are species traits and what are unique traits to a particular monster variant, if you bother to look. When every single kobold has Trap Sense and Shifty...

So you can drop Kobold Stonehurlers, Kobold Sneakthieves and Kobold Fireblasters out of the book, but to design your own "variants" you still need to tinker with them.

And to have anything aside from "Kobold who hasn't realized he's dead yet," you had to tinker in 3e. If you wanted "kobold who can take two hits," you have to tinker. If you wanted "kobold who can heal kobold buddies," you had to tinker. However, in 4e, there's more than just "kobold paperweight" for use right out of the book.

And no matter what you do with them, they're truly "one-trick ponies".

I'm looking at the 3e kobold, and I can't even see it being a one-trick pony, unless that trick is to die.
 

mearls said:
People did not like the MMIV approach. OTOH, people liked the MMV approach.

I didn't like either; IV for the reasons you stated, V because it 'broke' the 3e design model by introducing 'trained' abilities which couldn't be actually learned. (A hobgoblin PC couldn't become a warcaster except by starting as one and eating the ECL). But I understand I'm in a minority here. At least V had a lot fewer lairs. But I digress...

In any event, 4e offers the same level as customization as 3e, so it's a pointless argument. If you liked making goblin rogues and troll fighters, you can still do that.

So my question, which is not intended to be snarky -- is there such as thing an adjective-less goblin/troll/orc, to which we can add class levels? Or do we start with a racename nounverb, and build onto that? (I assume we can do the latter; I'm wondering if we can do the former.)

Of course, the other problem is that PC classes now come with a LOT of options; adding 2 fighter levels to a 3e orc didn't do much to make running the orc more complex, but from what we've seen, doing that in 4e will make the DMs life a lot harder. From what I can tell, one of the things driving the different rules for monsters and PCs was that monsters *couldn't* be all built on the same rules as PCs and still be playable/usable -- they HAD to be simplified or the game would be unplayably complex (or monsters would be too weak, as the DM couldn't effectively manage the wealth of tactical options, not to mention that every monster would freely use their 'per day' abilities and burn healing surges like mad). So it's a bit of a red herring -- yes, we CAN build monsters with PC classes in 4e, but they really don't replace the specialized monster types for the bulk of encounters; we are much, much, better off using a 'Goblin Backstabber' than trying to use a Goblin with rogue levels in its place, assuming a typical encounter of 5 of them.

I use classed monsters in the bulk of my humanoid encounters; in 4e, for *practical* purposes, I'll need to use 'specialty monsters' and save the classed ones for special cases/NPCs. This isn't necessarily bad, but it *is* different.

For instance, in my ToEE game, I wanted a half-orc assassin. My first impulse was to stat him up as a rogue, but I ended up making him a servant of the water temple, gave him all sorts of water-based attacks (he turns into a water form to sneak into places; he kills by grabbing his quarry and generating water in the victim's throat and lungs to drown them; etc.) and building him as a monster rather than a levelled NPC.

I'll be curious to see which method DMs are using a year after the game's release.

I see the cool factor here, but it also makes my world builder head explode. I don't deal well, internally, with one-off creatures; I'd basically need to build a class, or at least a talent tree (or whatever they are in 4e) to satisfy my internal consistency needs. I see all the logical reasons and benefits for using different rules for PCs and monsters, but I find it hard to "let go" of the crutch of consistent design.
 

I share a little bit of the original poster's prickliness towards the easy-money aspects of 4e monster design. On the other hand designing your own monsters seems easy enough compared to the whomping headaches of designing 3e monsters that buying new Monster Manuals to find a tweakable concept that's close to what you have in mind should be a good deal less compelling. The main draw of subsequent Monster Manuals for me would be the presence of new monster powers to loot.
 

Lizard said:
I see the cool factor here, but it also makes my world builder head explode. I don't deal well, internally, with one-off creatures; I'd basically need to build a class, or at least a talent tree (or whatever they are in 4e) to satisfy my internal consistency needs. I see all the logical reasons and benefits for using different rules for PCs and monsters, but I find it hard to "let go" of the crutch of consistent design.

DM a 2-year game where you build every other monster from scratch. You'll be more than happy to let go of the crutch by the end.
 

hong said:
DM a 2-year game where you build every other monster from scratch. You'll be more than happy to let go of the crutch by the end.

You mean, like my D20 Modern game, which did, come to think of it, run for two years, and where pretty much the only by-the-book monsters were the ones I pulled out when the PCs went off track and I needed three thugs and a troll *right* *now*?

Now, to be honest, I don't think I could have done it without PCGen, but hey, we'll have DDI for 4e, right?
 

Lizard said:
You mean, like my D20 Modern game, which did, come to think of it, run for two years, and where pretty much the only by-the-book monsters were the ones I pulled out when the PCs went off track and I needed three thugs and a troll *right* *now*?

Now, to be honest, I don't think I could have done it without PCGen,

Exactly.

but hey, we'll have DDI for 4e, right?

Is this a trick question?
 

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